Juri’s walk speed is adequate in AE.
As far as her throw game goes, she still has her kara throw; she can effectively mix up throws/frame traps in block strings. This has always been the case. Her throw game is solid, not a “gimmick” at all.
Juri’s walk speed is adequate in AE.
As far as her throw game goes, she still has her kara throw; she can effectively mix up throws/frame traps in block strings. This has always been the case. Her throw game is solid, not a “gimmick” at all.
[media=youtube]BUUTBqmbayI&feature=player_embedded#t=6m9s[/media]
just based on those two whiffed up kicks i can pretty much say with 100% confidence that cr.mk will make Yuns upkicks whiff, meaning hes pretty free on wakeup game.
her throw game is passable ( and i’m being generous here ). not solid by any means. a solid throw game is ken, rog, and many more i won’t even bother to mention. her walk speed greatly hinders her frame trap/throw ability. she can’t consistently put on pressure like other characters and mix it in with a frame trap or throw/kara throw. and even outside of that, juri block strings just really aren’t good. and i tried out AE yesterday at CTF and her walk speed didn’t seem as good as i thought. imo, the best buff juri got was most of the cast getting nerfed. btw, yang pretty sweet =)
I was suppose to go to ctf. Ended up not. D$ let me know when you going I’ll come through.
Furthermore her walk speed buff is nice and to know there is a buff is nice. But I think the greatest buff she got is her fireball kick buff. I use this a lot to keep my pressure, so knowing there’s a lot of mix up potential with added damage if I want is a welcome addition.
I like using her throw after fuhajins and lk pins. Her throw game is deadly with results, not in practice. One throw means corner and I stand by it… This is her goal.
Her throw mix up also comes from her fuhajin miscount game. Smart players will wait it out. I store 2, they block 2. They wouldn’t dare tech, lol. I think corner game gotta blow crouch tech up. Then they stop and get thrown after 1.
She has a lot of non traditional throw mix up, it’s not excellent… But it’s there.
no doubt kail. next time i go, i’ll hit you up.
and don 't get me wrong, a buff is a buff ( better than nothing ) so even if juri walk speed buff wasn’t to my standards, at least she got something. and i agree with you that using her throws to guide the opponent in the corner should be her goal. as for her throw mix up, i still think it’s mediocre, but it’s something.
Does anyone who’s played AE have any gut feeling how much the walk speed has improved (compared to others). Is she Zangief level, or maybe even as fast as Dan/Ken?
Its kind of hard to tell in the videos since nobody walks for extended distances.
I played AE quite abit already at CTF, then hopped on our super setup to test the speed. Her walk speed is faster. Just slightly though. I know it’s not saying very much. But, it still felt almost the same as supers walk speed. I’ll go back tomorrow to give you all a better explination.
Edit: D and Kali, yall both go to CTF…? And noone invites me? D, did you learn stick yet?
Also, i’m not sure how the new leg raise works so if someone could clue me in. That’d be cool. So I was using the leg raise into release and i was only able to hit a few chars with it, other times the release would whiff. Does anyone know if both hits connect on the whole cast?
yooo my bad zeal. next time me ,sha, and FT are going. probably this weekend again. so i’ll hit up you’re cell bro. and i really don’t know if it connects on whole cast. i did hear complaints of it whiffing sometimes tho. we’ll definitely have to test that out. and i can use stick now, jjuri just ain’t pad level yet. can’t consistently FADC ultra 2.
I still can’t do that. I personally really learn this. But it will come to me with time. Ssf4 ain’t going no where soon. Although. Mvc soon. Lol
I’m not very good at fadc U2. but have you just tried using release FA lvl 2 U2? It’s a lot easier for me.
yes we all know this…but fadc has more range.
Okay went to UFO today. Heres my thoughts on AE. I was there for about 5 hours and got a LOT of play time in and learned a lot of shit about the twins / character changes in general. Here you go:
-Fireball store > release combos are fun and add on a small amount of to whatever combo youre doing. Midscreen simple jumpin > cr.mk xx fireball store > fireball release is nice and simple. Hit confirmable and completely safe as well (assuming you dont get anti aired)
corner combo of j.mp > fuhajin store > neg edge U2 works, but you have to neg edge it pretty quick. nice damage.
Juri’s st.lp seems to have strange hitbox properties. I was able to combo cr.lk, st.lp, cr.mp/cr.mk on a crouching guile, yet the same combo whiffed during the st.lp vs Guy. I didnt go for it many times as i just stuck with muscle memory and did cr.lk, st.lk, cr.mp for BnB’s.
Juri CANNOT use normals to reset after corner fuhajin store. i only tried cl.st.hp once and it didnt connect, but i may have done it a tiny bit late. either way it wouldnt cause a reset though.
When doing fuhajin store > lk/ex pinwheel, you need to do the input for the pinwheel RIGHT after Juri is done with the fuhajin store or else itll whiff. not SUPER fast, but its kinda quick. not too bad really. takes a little getting used to. i thought the window would be larger, but nope.
Overall she plays pretty similar to her Super version, with a few nice little add ons. nothing too big or anything that have a huge impact on her.
far st.hk seems to be VERY slightly faster, it could just be me imagining it though. It really does feel a TAD faster though.
cl.st.hp seems a tiny bit faster, and seems like it has a better vertical hitbox.
Juri’s cr.mk makes Yuns dragon kicks completely whiff. Yangs on the other hand, rape her.
I honestly feel like Yang vs Juri is a much harder match than Yun vs Juri. Simply due to the fact of Yangs dragon kick. Its startup invincible, and seems to start up really damn fast. im going to go ahead and pre-emptively assume its 4 frames, which is pretty quick. It DOES. NOT. TRADE. seriously, its really good. Yangs divekicks werent too much of a problem honestly. Neither were Yuns (outside of ambiguous crossups on my wakeup).
Juri’s cr.mk makes Yang’s U1 COMPLETELY WHIFF. I did a cr.mk on some Yang’s wakeup, he pops ultra, he whiffs, i get free FSE combo. score <3
Yun / Yangs palm is RIDICULOUS. That hitbox stays out for SOOOO long and the hitbox is HUGE and builds a lot of meter. Their palm will beat out any jump in juri does (this only happened a few times to me because it was some scrub yang who was just button mashing… DP on every wakeup, random ass shit.) Its too slow to use as a viable AA because juri can visually confirm if theyre going to palm and delayed EX divekick to beat it.
maybe it was just the Yun / Yangs that i was playing (some of which were really good players from austin) but it seems like they dont have good AA normals. Juri’s j.hk / j.mp / j.faps beat out pretty much every normal that was used against me.
many characters are very close to their super counterparts. for example: Guy. Everyone was getting really hype for Guy’s changes, and i called it. I said, way before AE came out, that his changes wouldnt make a huge difference. He plays almost exactly the same. literally the only difference that is of ANY importance is the fact that he now has a 3 frame cr.lk. its not even really that good anyways. point is, a lot of characters are pretty close to their previous selves.
cammy’s divekick height restriction changes things a TON. its hard for her to combo off of it unless its on CH. if its not on CH, the window is pretty tight to actually link something. no more worrying about her blowing up crouch techs with divekick > divekick (unless she has meter). her combos though became considerably easier. I was able to bust sako combos pretty easily…whereas i couldnt do them 100% in super. i think i missed like 2 or 3 links total with her.
geifs lp spd range is fucking ridiculous. nough said.
Yang’s U1 looks pretty bad ass
it seems like Sekku is very slightly faster. again, i may just be imagining this, but it sure feels like its a tad faster.
makotos buffs make her a pretty strong character now. no more free jump ins on wakeup (unless theyre safejump’ed). her dash speed buff is pretty good…it makes it even more important to have good reactions when fighting a good makoto. since this was my first time playing AE, i wasnt used to her dash buff. i got dash up > karakusa’ed a few times. its pretty damn quick.
Gouken is also a pretty strong character now. I forsee him being mid B tier. i was seeing some really nice stuff from gouken players. Hes still free to Juri though lol
lots of people are jumping on the Twins / DeeJay / Gouken / Makoto / Sakura bandwagon. There were a few ken players. he doesnt seem hugely changed, but it may just be the Ken i was playing against. He played like a typical Ken. he didnt attempt any combos into sweep. air EX tatsu is strange now. it took a little getting used to as it falls pretty quickly. if done from the right spacing (which looks kinda difficult to do, i asked a couple of ken players about it. it seems its very spacing dependant) his air tatsu is almost impossible to tell if its a crossover or not, BUT if not done perfectly spaced, its pretty damn easy to see coming.
Fei is better than he was for a couple of reasons. I forsee this match being a little bit worse than it was, which is definitely not a good thing.
The game definitely feels more balanced, with the exception of the twins. I dont think theyre going to be HORRIBLE matchups for Juri, but they wont be easy by any means.
The Juri vs Honda match is SO much easier now…it doesnt make you want to punch the cab monitor, or the Honda player on the other side, anymore. Free jump ins on wakeup when he has no meter and his damage output is no longer scary like it was. The first time i got hit with jab xx hands, i actually laughed out loud at the damage output difference. Honda players are going to have to adjust to not using LP headbutt as an anti air, because that shit simply does not work anymore. EX does unfortunately. Its still easily dealt with by doing a delayed EX divekick though.
I know some people have talked about feeling a difference in the timing for juris EX divekick > ultra 2, but i did not. that shit feels just the same as before. just my opinion.
thats about all i can think of off the top of my head. i know some of it was already known, but i just decided to post everything i could think of ATM. my overall record during the course of the 5 hours was 41-8.
I’ll be going back to UFO sometime soon and ill try and get some more info for you guys.
I fully believe you can sc.hp or sc.mp a fuhajin store when FSE is on. I have no reason to believe it other than when FSE is on you can do that with a LOT of stuff (Ex pinwheel, dive kick, and ex dive kick bounce).
I see stuff like c.mp > c.hp xx fuhastore > cl.hp xx store being deadly in the corner.
Get hype for the fuhajin changes. I base my game around fuhajins so im really happy.
^“Believe?” Why would you assume that’s possible? Was it confirmed or rumored to be the case?
Has anyone really fucked around with FSE at all? Any noticeable differences? Please post. I never use that Ultra because I think it’s shit but if it has been buffed in any way, I’ll definitely consider looking into it. It’s just so hard to sometimes test shit when people play to win sometimes rather than play to learn.
@K1
Nice post lol. It seems Juri’s cr.mk is gdlk against the twins on their wake up (Yuns up kicks whiffing against meaty cr.mk is rape). I personally don’t find the twins hard at all atm (but that’s mainly due to no one tapping their full potential yet imo). Though Yang does feel more difficult than Yun. I agree with that.
I believe that because I can j.mp > fuhajin juggle. Even thougH I can j.mp > any normal fse adds another ability of resets off of sc.mp and an extra juggle potential off sc.hp. purely speculation but I honestly dont see why this wont be possible in the game based on FSE’s abilities as of right now.
And even if its not, whatever…i can still sc.hp and sc.mp off of a ex pinwheel, or a dive kick.
No one wants to learn the better ultra because its “Hard”.
Ultra 2 is the better Ultra. FSE is by no means difficult to learn (I know how to “use” FSE just as good as any Juri player). It’s mediocre at best (I honestly think it’s trash but w/e).
But I don’t want to derail this thread into a U1 vs U2. To each his own.
If cl.mk was more reliable to jump over lows then u1 would be a lot better.
On the topic of cl.mk, has anyone noticed any differences in her normals in AE?
Like cl.mk being better for example, and what about st.mp maybe it’s possible to combo something after it now?
Also, what is divekick like on block, same or a bit better?
Obviously it’s still unsafe, but if it just got a little more blockstun or a little less recovery then low dives might give her enough frame adv to frame trap people with it. Atleast with her backdash buff she’s not as hampered in that situation either way since backdashing there will be more reliable.
Called that!
Thanks for the info, very useful stuff.
I think the st.lp might be intended so you can do st.LP, cr.MP/MK xx store, EX Pin as an easy hit confirm combo. That’s where I figure it proves most useful (also as a opener for tight punishes, st.LP, cr.MP xx EX Pinwheel).
Good to know close.HP doesn’t juggle after store, there was some rumors about that, but I expected it to not be true. Basically means they didn’t change anything except the fuhajin kick and the projectiles juggle properties.
I’m not surprised about people going for some of the new characters again. I personally found Gouken and Makoto interesting, but didn’t want to pick up a bottom tier. I’ve actually now picked up Makoto as an alt in super, she’s quite fun to play. I guess you could say I’m on the bandwagon as well :arazz: I will still main Juri though.
This works fairly certainly, based on juggle properties. You can reset with any of the normals that change in FSE.
FSE juggle properties
Ultra 1 - Feng Shui Engine:
All become JP1:
Close / Far HP
Close / Far MP
Close MK Second hit
Far MK
Close HK Second Hit
Far HK
Yes, its more about preference. I thought Ultra 2 was better before, but then I realized there’s more to U1 than knowing the combos. Its about mixups and frame traps, not guaranteed combos.
That said, Ultra2 is the more traditional type ultra, its definitely powerful and can be used with the same principles as other character’s confirmable ultras. Both have their place.
Its going to be interesting how it turns out in AE though. There’s an additional corner setup from fuhajin kick for Ultra2, but Ultra1 will also be buffed from the walk speed and fuhajin store changes.
Did anyone here watch the levelup stream? YouTube - Broadcast Yourself.
That guy “Divine” I think? His Juri was absolutely beasting Valle’s Yang up until he got hit w/a desperation Ultra. Good ish none the less.